Files
Mana-Loop/src/app/page.tsx
2026-03-25 07:22:25 +00:00

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'use client';
import { useEffect, useState } from 'react';
import { useGameStore, useGameLoop, fmt, fmtDec, getFloorElement, computeMaxMana, computeRegen, computeClickMana, calcDamage, getMeditationBonus, getIncursionStrength, canAffordSpellCost } from '@/lib/game/store';
import { ELEMENTS, GUARDIANS, SPELLS_DEF, SKILLS_DEF, PRESTIGE_DEF, MAX_DAY, INCURSION_START_DAY, MANA_PER_ELEMENT, SKILL_CATEGORIES, getStudySpeedMultiplier, getStudyCostMultiplier, ELEMENT_OPPOSITES, HOURS_PER_TICK, TICK_MS } from '@/lib/game/constants';
import { ENCHANTMENT_EFFECTS } from '@/lib/game/data/enchantment-effects';
import { SKILL_EVOLUTION_PATHS, getUpgradesForSkillAtMilestone, getNextTierSkill, getTierMultiplier } from '@/lib/game/skill-evolution';
import { getUnifiedEffects, hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects';
import type { SkillUpgradeChoice } from '@/lib/game/types';
import { formatSpellCost, getSpellCostColor, formatStudyTime, formatHour } from '@/lib/game/formatting';
import { Button } from '@/components/ui/button';
import { Progress } from '@/components/ui/progress';
import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Badge } from '@/components/ui/badge';
import { ScrollArea } from '@/components/ui/scroll-area';
import { Separator } from '@/components/ui/separator';
import { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
import { Dialog, DialogContent, DialogHeader, DialogTitle, DialogDescription } from '@/components/ui/dialog';
import { Sparkles, Swords, BookOpen, FlaskConical, Trophy, RotateCcw, Pause, Play, Zap, Clock, Target, Flame, Droplet, Wind, Mountain, Sun, Moon, Leaf, Skull, Brain, Link, Wind as Force, Droplets, TreeDeciduous, Hourglass, Gem, Star, CircleDot, X, Circle, BarChart3 } from 'lucide-react';
import type { GameAction } from '@/lib/game/types';
import { CraftingTab } from '@/components/game/tabs/CraftingTab';
// Element icon mapping
const ELEMENT_ICONS: Record<string, typeof Flame> = {
fire: Flame,
water: Droplet,
air: Wind,
earth: Mountain,
light: Sun,
dark: Moon,
life: Leaf,
death: Skull,
mental: Brain,
transference: Link,
force: Force,
blood: Droplets,
metal: Target,
wood: TreeDeciduous,
sand: Hourglass,
crystal: Gem,
stellar: Star,
void: CircleDot,
raw: Circle,
};
export default function ManaLoopGame() {
const [activeTab, setActiveTab] = useState('spire');
const [convertTarget, setConvertTarget] = useState('fire');
const [isGathering, setIsGathering] = useState(false);
const [upgradeDialogSkill, setUpgradeDialogSkill] = useState<string | null>(null);
const [upgradeDialogMilestone, setUpgradeDialogMilestone] = useState<5 | 10>(5);
const [pendingUpgradeSelections, setPendingUpgradeSelections] = useState<string[]>([]);
// Game store
const store = useGameStore();
const gameLoop = useGameLoop();
// Computed effects from upgrades and equipment (must be before other derived stats)
const upgradeEffects = getUnifiedEffects(store);
// Derived stats
const maxMana = computeMaxMana(store, upgradeEffects);
const baseRegen = computeRegen(store, upgradeEffects);
const clickMana = computeClickMana(store);
const floorElem = getFloorElement(store.currentFloor);
const floorElemDef = ELEMENTS[floorElem];
const isGuardianFloor = !!GUARDIANS[store.currentFloor];
const currentGuardian = GUARDIANS[store.currentFloor];
const activeSpellDef = SPELLS_DEF[store.activeSpell];
const meditationMultiplier = getMeditationBonus(store.meditateTicks, store.skills, upgradeEffects.meditationEfficiency);
const incursionStrength = getIncursionStrength(store.day, store.hour);
const studySpeedMult = getStudySpeedMultiplier(store.skills);
const studyCostMult = getStudyCostMultiplier(store.skills);
// Effective regen with incursion penalty and upgrade effects
// Note: baseRegen already includes upgradeEffects.regenBonus and upgradeEffects.regenMultiplier
const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
// Mana Cascade bonus: +0.1 regen per 100 max mana
const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE)
? Math.floor(maxMana / 100) * 0.1
: 0;
// Auto-gather while holding - using requestAnimationFrame for smoother performance
useEffect(() => {
if (!isGathering) return;
let lastGatherTime = 0;
const minGatherInterval = 100; // Minimum 100ms between gathers (10 times per second max)
let animationFrameId: number;
const gatherLoop = (timestamp: number) => {
if (timestamp - lastGatherTime >= minGatherInterval) {
store.gatherMana();
lastGatherTime = timestamp;
}
animationFrameId = requestAnimationFrame(gatherLoop);
};
animationFrameId = requestAnimationFrame(gatherLoop);
return () => cancelAnimationFrame(animationFrameId);
}, [isGathering, store]);
// Handle gather button mouse/touch events
const handleGatherStart = () => {
setIsGathering(true);
store.gatherMana(); // Immediate first click
};
const handleGatherEnd = () => {
setIsGathering(false);
};
// Damage breakdown
const getDamageBreakdown = () => {
const spell = SPELLS_DEF[store.activeSpell];
if (!spell) return null;
const baseDmg = spell.dmg;
const combatTrainBonus = (store.skills.combatTrain || 0) * 5;
const arcaneFuryMult = 1 + (store.skills.arcaneFury || 0) * 0.1;
const elemMasteryMult = 1 + (store.skills.elementalMastery || 0) * 0.15;
const guardianBaneMult = isGuardianFloor ? (1 + (store.skills.guardianBane || 0) * 0.2) : 1;
const pactMult = store.signedPacts.reduce((m, f) => m * (GUARDIANS[f]?.pact || 1), 1);
const precisionChance = (store.skills.precision || 0) * 0.05;
// Elemental bonus
let elemBonus = 1.0;
let elemBonusText = '';
if (spell.elem !== 'raw' && floorElem) {
if (spell.elem === floorElem) {
elemBonus = 1.25;
elemBonusText = '+25% same element';
} else if (ELEMENTS[spell.elem] && ELEMENT_OPPOSITES[floorElem] === spell.elem) {
elemBonus = 1.5;
elemBonusText = '+50% super effective';
}
}
return {
base: baseDmg,
combatTrainBonus,
arcaneFuryMult,
elemMasteryMult,
guardianBaneMult,
pactMult,
precisionChance,
elemBonus,
elemBonusText,
total: calcDamage(store, store.activeSpell, floorElem)
};
};
const damageBreakdown = getDamageBreakdown();
// Compute DPS based on cast speed
const getDPS = () => {
const spell = SPELLS_DEF[store.activeSpell];
if (!spell) return 0;
const spellCastSpeed = spell.castSpeed || 1;
const quickCastBonus = 1 + (store.skills.quickCast || 0) * 0.05;
const attackSpeedMult = upgradeEffects.attackSpeedMultiplier;
const totalCastSpeed = spellCastSpeed * quickCastBonus * attackSpeedMult;
// Damage per cast
const damagePerCast = calcDamage(store, store.activeSpell, floorElem);
// Casts per second = castSpeed / hours per second
// HOURS_PER_TICK = 0.04 hours per tick, TICK_MS = 200ms
// So castSpeed casts/hour * 0.04 hours/tick = casts per tick
// casts per tick / 0.2 seconds per tick = casts per second
const castsPerSecond = totalCastSpeed * HOURS_PER_TICK / (TICK_MS / 1000);
return damagePerCast * castsPerSecond;
};
const dps = getDPS();
// Effective regen (with meditation, incursion, cascade)
// Note: baseRegen already includes upgradeEffects multipliers and bonuses
const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus) * meditationMultiplier;
// Start game loop
useEffect(() => {
const cleanup = gameLoop.start();
return cleanup;
}, [gameLoop]);
// Format time (use shared utility)
const formatTime = formatHour;
// Calendar rendering
const renderCalendar = () => {
const days: React.ReactElement[] = [];
for (let d = 1; d <= MAX_DAY; d++) {
let dayClass = 'w-7 h-7 rounded text-xs flex items-center justify-center font-mono border transition-all ';
if (d < store.day) {
dayClass += 'bg-blue-900/30 border-blue-800/50 text-blue-400';
} else if (d === store.day) {
dayClass += 'bg-blue-600/40 border-blue-500 text-blue-300 shadow-lg shadow-blue-500/30';
} else {
dayClass += 'bg-gray-800/30 border-gray-700/50 text-gray-500';
}
if (d >= INCURSION_START_DAY) {
dayClass += ' border-red-600/50';
}
days.push(
<Tooltip key={d}>
<TooltipTrigger asChild>
<div className={dayClass}>
{d}
</div>
</TooltipTrigger>
<TooltipContent>
<p>Day {d}</p>
{d >= INCURSION_START_DAY && <p className="text-red-400">Incursion Active</p>}
</TooltipContent>
</Tooltip>
);
}
return days;
};
// Action buttons
const renderActionButtons = () => {
const actions: { id: GameAction; label: string; icon: typeof Swords; disabled?: boolean }[] = [
{ id: 'meditate', label: 'Meditate', icon: Sparkles },
{ id: 'climb', label: 'Climb', icon: Swords },
{ id: 'study', label: 'Study', icon: BookOpen },
{ id: 'convert', label: 'Convert', icon: FlaskConical },
];
// Add crafting actions if player has progress
const hasDesignProgress = store.designProgress !== null;
const hasPrepProgress = store.preparationProgress !== null;
const hasAppProgress = store.applicationProgress !== null;
return (
<div className="space-y-2">
<div className="grid grid-cols-2 gap-2">
{actions.map(({ id, label, icon: Icon }) => (
<Button
key={id}
variant={store.currentAction === id ? 'default' : 'outline'}
size="sm"
className={`h-9 ${store.currentAction === id ? 'bg-blue-600 hover:bg-blue-700' : 'bg-gray-800/50 hover:bg-gray-700/50 border-gray-600'}`}
onClick={() => store.setAction(id)}
>
<Icon className="w-4 h-4 mr-1" />
{label}
</Button>
))}
</div>
{/* Crafting actions row - shown when there's active crafting progress */}
{(hasDesignProgress || hasPrepProgress || hasAppProgress) && (
<div className="grid grid-cols-3 gap-2">
<Button
variant={store.currentAction === 'design' ? 'default' : 'outline'}
size="sm"
disabled={!hasDesignProgress}
className={`h-9 ${store.currentAction === 'design' ? 'bg-purple-600 hover:bg-purple-700' : 'bg-gray-800/50 hover:bg-gray-700/50 border-gray-600'}`}
onClick={() => hasDesignProgress && store.setAction('design')}
>
<Target className="w-4 h-4 mr-1" />
Design
</Button>
<Button
variant={store.currentAction === 'prepare' ? 'default' : 'outline'}
size="sm"
disabled={!hasPrepProgress}
className={`h-9 ${store.currentAction === 'prepare' ? 'bg-purple-600 hover:bg-purple-700' : 'bg-gray-800/50 hover:bg-gray-700/50 border-gray-600'}`}
onClick={() => hasPrepProgress && store.setAction('prepare')}
>
<FlaskConical className="w-4 h-4 mr-1" />
Prepare
</Button>
<Button
variant={store.currentAction === 'enchant' ? 'default' : 'outline'}
size="sm"
disabled={!hasAppProgress}
className={`h-9 ${store.currentAction === 'enchant' ? 'bg-purple-600 hover:bg-purple-700' : 'bg-gray-800/50 hover:bg-gray-700/50 border-gray-600'}`}
onClick={() => hasAppProgress && store.setAction('enchant')}
>
<Sparkles className="w-4 h-4 mr-1" />
Enchant
</Button>
</div>
)}
</div>
);
};
// Render crafting progress
const renderCraftingProgress = () => {
const progressSections: React.ReactNode[] = [];
// Design progress
if (store.designProgress) {
const progressPct = Math.min(100, (store.designProgress.progress / store.designProgress.required) * 100);
progressSections.push(
<div key="design" className="p-3 rounded border border-cyan-600/50 bg-cyan-900/20">
<div className="flex items-center justify-between mb-2">
<div className="flex items-center gap-2">
<Target className="w-4 h-4 text-cyan-400" />
<span className="text-sm font-semibold text-cyan-300">
Designing Enchantment
</span>
</div>
<Button
variant="ghost"
size="sm"
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
onClick={() => store.cancelDesign?.()}
>
<X className="w-4 h-4" />
</Button>
</div>
<Progress value={progressPct} className="h-2 bg-gray-800" />
<div className="flex justify-between text-xs text-gray-400 mt-1">
<span>{formatStudyTime(store.designProgress.progress)} / {formatStudyTime(store.designProgress.required)}</span>
<span>Design Time</span>
</div>
</div>
);
}
// Preparation progress
if (store.preparationProgress) {
const progressPct = Math.min(100, (store.preparationProgress.progress / store.preparationProgress.required) * 100);
const instance = store.equipmentInstances[store.preparationProgress.equipmentInstanceId];
progressSections.push(
<div key="prepare" className="p-3 rounded border border-green-600/50 bg-green-900/20">
<div className="flex items-center justify-between mb-2">
<div className="flex items-center gap-2">
<FlaskConical className="w-4 h-4 text-green-400" />
<span className="text-sm font-semibold text-green-300">
Preparing {instance?.name || 'Equipment'}
</span>
</div>
<Button
variant="ghost"
size="sm"
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
onClick={() => store.cancelPreparation?.()}
>
<X className="w-4 h-4" />
</Button>
</div>
<Progress value={progressPct} className="h-2 bg-gray-800" />
<div className="flex justify-between text-xs text-gray-400 mt-1">
<span>{formatStudyTime(store.preparationProgress.progress)} / {formatStudyTime(store.preparationProgress.required)}</span>
<span>Mana spent: {fmt(store.preparationProgress.manaCostPaid)}</span>
</div>
</div>
);
}
// Application progress
if (store.applicationProgress) {
const progressPct = Math.min(100, (store.applicationProgress.progress / store.applicationProgress.required) * 100);
const instance = store.equipmentInstances[store.applicationProgress.equipmentInstanceId];
const design = store.enchantmentDesigns.find(d => d.id === store.applicationProgress?.designId);
progressSections.push(
<div key="enchant" className="p-3 rounded border border-amber-600/50 bg-amber-900/20">
<div className="flex items-center justify-between mb-2">
<div className="flex items-center gap-2">
<Sparkles className="w-4 h-4 text-amber-400" />
<span className="text-sm font-semibold text-amber-300">
Enchanting {instance?.name || 'Equipment'}
</span>
</div>
<div className="flex gap-1">
{store.applicationProgress.paused ? (
<Button
variant="ghost"
size="sm"
className="h-6 w-6 p-0 text-green-400 hover:text-green-300"
onClick={() => store.resumeApplication?.()}
>
<Play className="w-4 h-4" />
</Button>
) : (
<Button
variant="ghost"
size="sm"
className="h-6 w-6 p-0 text-yellow-400 hover:text-yellow-300"
onClick={() => store.pauseApplication?.()}
>
<Pause className="w-4 h-4" />
</Button>
)}
<Button
variant="ghost"
size="sm"
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
onClick={() => store.cancelApplication?.()}
>
<X className="w-4 h-4" />
</Button>
</div>
</div>
<Progress value={progressPct} className="h-2 bg-gray-800" />
<div className="flex justify-between text-xs text-gray-400 mt-1">
<span>{formatStudyTime(store.applicationProgress.progress)} / {formatStudyTime(store.applicationProgress.required)}</span>
<span>Mana/hr: {fmt(store.applicationProgress.manaPerHour)}</span>
</div>
{design && (
<div className="text-xs text-amber-400/70 mt-1">
Applying: {design.name}
</div>
)}
</div>
);
}
return progressSections.length > 0 ? (
<div className="space-y-2">
{progressSections}
</div>
) : null;
};
// Render current study progress
const renderStudyProgress = () => {
if (!store.currentStudyTarget) return null;
const target = store.currentStudyTarget;
const progressPct = Math.min(100, (target.progress / target.required) * 100);
const isSkill = target.type === 'skill';
const def = isSkill ? SKILLS_DEF[target.id] : SPELLS_DEF[target.id];
const currentLevel = isSkill ? (store.skills[target.id] || 0) : 0;
return (
<div className="p-3 rounded border border-purple-600/50 bg-purple-900/20">
<div className="flex items-center justify-between mb-2">
<div className="flex items-center gap-2">
<BookOpen className="w-4 h-4 text-purple-400" />
<span className="text-sm font-semibold text-purple-300">
{def?.name}
{isSkill && ` Lv.${currentLevel + 1}`}
</span>
</div>
<Button
variant="ghost"
size="sm"
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
onClick={() => store.cancelStudy()}
>
<X className="w-4 h-4" />
</Button>
</div>
<Progress value={progressPct} className="h-2 bg-gray-800" />
<div className="flex justify-between text-xs text-gray-400 mt-1">
<span>{formatStudyTime(target.progress)} / {formatStudyTime(target.required)}</span>
<span>{studySpeedMult.toFixed(1)}x speed</span>
</div>
</div>
);
};
// Check if spell can be cast
const canCastSpell = (spellId: string): boolean => {
const spell = SPELLS_DEF[spellId];
if (!spell) return false;
return canAffordSpellCost(spell.cost, store.rawMana, store.elements);
};
// Spire Tab
const renderSpireTab = () => (
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
{/* Current Floor Card */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">Current Floor</CardTitle>
</CardHeader>
<CardContent className="space-y-3">
<div className="flex items-baseline gap-2">
<span className="text-4xl font-bold game-title" style={{ color: floorElemDef?.color }}>
{store.currentFloor}
</span>
<span className="text-gray-400 text-sm">/ 100</span>
<span className="ml-auto text-sm" style={{ color: floorElemDef?.color }}>
{floorElemDef?.sym} {floorElemDef?.name}
</span>
{isGuardianFloor && (
<Badge className="bg-red-900/50 text-red-300 border-red-600">GUARDIAN</Badge>
)}
</div>
{isGuardianFloor && currentGuardian && (
<div className="text-sm font-semibold game-panel-title" style={{ color: floorElemDef?.color }}>
{currentGuardian.name}
</div>
)}
{/* HP Bar */}
<div className="space-y-1">
<div className="h-3 bg-gray-800 rounded-full overflow-hidden">
<div
className="h-full rounded-full transition-all duration-300"
style={{
width: `${Math.max(0, (store.floorHP / store.floorMaxHP) * 100)}%`,
background: `linear-gradient(90deg, ${floorElemDef?.color}99, ${floorElemDef?.color})`,
boxShadow: `0 0 10px ${floorElemDef?.glow}`,
}}
/>
</div>
<div className="flex justify-between text-xs text-gray-400 game-mono">
<span>{fmt(store.floorHP)} / {fmt(store.floorMaxHP)} HP</span>
<span>DPS: {store.currentAction === 'climb' && canCastSpell(store.activeSpell) ? fmtDec(dps) : '—'}</span>
</div>
</div>
<Separator className="bg-gray-700" />
<div className="text-sm text-gray-400">
Best: Floor <strong className="text-gray-200">{store.maxFloorReached}</strong>
Pacts: <strong className="text-amber-400">{store.signedPacts.length}</strong>
</div>
</CardContent>
</Card>
{/* Active Spell Card */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">Active Spell</CardTitle>
</CardHeader>
<CardContent className="space-y-3">
{activeSpellDef ? (
<>
<div className="text-lg font-semibold game-panel-title" style={{ color: activeSpellDef.elem === 'raw' ? '#60A5FA' : ELEMENTS[activeSpellDef.elem]?.color }}>
{activeSpellDef.name}
{activeSpellDef.tier === 0 && <Badge className="ml-2 bg-gray-600 text-gray-200">Basic</Badge>}
{activeSpellDef.tier >= 4 && <Badge className="ml-2 bg-amber-600 text-amber-100">Legendary</Badge>}
</div>
<div className="text-sm text-gray-400 game-mono">
{fmt(calcDamage(store, store.activeSpell))} dmg
<span style={{ color: getSpellCostColor(activeSpellDef.cost) }}>
{' '}{formatSpellCost(activeSpellDef.cost)}
</span>
{' '} {(activeSpellDef.castSpeed || 1).toFixed(1)} casts/hr
</div>
{/* Cast progress bar when climbing */}
{store.currentAction === 'climb' && (
<div className="space-y-1">
<div className="flex justify-between text-xs text-gray-400">
<span>Cast Progress</span>
<span>{((store.castProgress || 0) * 100).toFixed(0)}%</span>
</div>
<Progress value={Math.min(100, (store.castProgress || 0) * 100)} className="h-2 bg-gray-800" />
</div>
)}
{activeSpellDef.desc && (
<div className="text-xs text-gray-500 italic">{activeSpellDef.desc}</div>
)}
{activeSpellDef.effects && activeSpellDef.effects.length > 0 && (
<div className="flex gap-1 flex-wrap">
{activeSpellDef.effects.map((eff, i) => (
<Badge key={i} variant="outline" className="text-xs">
{eff.type === 'lifesteal' && `🩸 ${Math.round(eff.value * 100)}% lifesteal`}
{eff.type === 'burn' && `🔥 Burn`}
{eff.type === 'freeze' && `❄️ Freeze`}
</Badge>
))}
</div>
)}
</>
) : (
<div className="text-gray-500">No spell selected</div>
)}
{/* Can cast indicator */}
{activeSpellDef && (
<div className={`text-xs ${canCastSpell(store.activeSpell) ? 'text-green-400' : 'text-red-400'}`}>
{canCastSpell(store.activeSpell) ? '✓ Can cast' : '✗ Insufficient mana'}
</div>
)}
{incursionStrength > 0 && (
<div className="p-2 bg-red-900/20 border border-red-800/50 rounded">
<div className="text-xs text-red-400 game-panel-title mb-1">LABYRINTH INCURSION</div>
<div className="text-sm text-gray-300">
-{Math.round(incursionStrength * 100)}% mana regen
</div>
</div>
)}
</CardContent>
</Card>
{/* Current Study (if any) */}
{store.currentStudyTarget && (
<Card className="bg-gray-900/80 border-purple-600/50 lg:col-span-2">
<CardContent className="pt-4 space-y-3">
{renderStudyProgress()}
{/* Parallel Study Progress */}
{store.parallelStudyTarget && (
<div className="p-3 rounded border border-cyan-600/50 bg-cyan-900/20">
<div className="flex items-center justify-between mb-2">
<div className="flex items-center gap-2">
<BookOpen className="w-4 h-4 text-cyan-400" />
<span className="text-sm font-semibold text-cyan-300">
Parallel: {SKILLS_DEF[store.parallelStudyTarget.id]?.name}
{store.parallelStudyTarget.type === 'skill' && ` Lv.${(store.skills[store.parallelStudyTarget.id] || 0) + 1}`}
</span>
</div>
<Button
variant="ghost"
size="sm"
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
onClick={() => store.cancelParallelStudy()}
>
<X className="w-4 h-4" />
</Button>
</div>
<Progress value={Math.min(100, (store.parallelStudyTarget.progress / store.parallelStudyTarget.required) * 100)} className="h-2 bg-gray-800" />
<div className="flex justify-between text-xs text-gray-400 mt-1">
<span>{formatStudyTime(store.parallelStudyTarget.progress)} / {formatStudyTime(store.parallelStudyTarget.required)}</span>
<span>50% speed (Parallel Study)</span>
</div>
</div>
)}
</CardContent>
</Card>
)}
{/* Crafting Progress (if any) */}
{(store.designProgress || store.preparationProgress || store.applicationProgress) && (
<Card className="bg-gray-900/80 border-cyan-600/50 lg:col-span-2">
<CardContent className="pt-4">
{renderCraftingProgress()}
</CardContent>
</Card>
)}
{/* Spells Available */}
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">Known Spells</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-2 sm:grid-cols-3 md:grid-cols-4 gap-2">
{Object.entries(store.spells)
.filter(([, state]) => state.learned)
.map(([id, state]) => {
const def = SPELLS_DEF[id];
if (!def) return null;
const elemDef = def.elem === 'raw' ? null : ELEMENTS[def.elem];
const isActive = store.activeSpell === id;
const canCast = canCastSpell(id);
return (
<Button
key={id}
variant="outline"
className={`h-auto py-2 px-3 flex flex-col items-start ${isActive ? 'border-amber-500 bg-amber-900/20' : canCast ? 'border-gray-600 bg-gray-800/50 hover:bg-gray-700/50' : 'border-gray-700 bg-gray-800/30 opacity-60'}`}
onClick={() => store.setSpell(id)}
>
<div className="text-sm font-semibold" style={{ color: def.elem === 'raw' ? '#60A5FA' : elemDef?.color }}>
{def.name}
</div>
<div className="text-xs text-gray-400 game-mono">
{fmt(calcDamage(store, id))} dmg
</div>
<div className="text-xs game-mono" style={{ color: getSpellCostColor(def.cost) }}>
{formatSpellCost(def.cost)}
</div>
</Button>
);
})}
</div>
</CardContent>
</Card>
{/* Activity Log */}
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">Activity Log</CardTitle>
</CardHeader>
<CardContent>
<ScrollArea className="h-32">
<div className="space-y-1">
{store.log.slice(0, 20).map((entry, i) => (
<div
key={i}
className={`text-sm ${i === 0 ? 'text-gray-200' : 'text-gray-500'} italic`}
>
{entry}
</div>
))}
</div>
</ScrollArea>
</CardContent>
</Card>
</div>
);
// Spells Tab
const renderSpellsTab = () => {
// Get spells from equipment
const equipmentSpellIds = store.getEquipmentSpells ? store.getEquipmentSpells() : [];
const equipmentSpells = equipmentSpellIds.map(id => ({
id,
def: SPELLS_DEF[id],
source: store.equippedInstances ?
Object.entries(store.equippedInstances)
.filter(([, instId]) => instId && store.equipmentInstances[instId]?.enchantments.some(e => {
const effectDef = ENCHANTMENT_EFFECTS[e.effectId];
return effectDef?.effect.type === 'spell' && effectDef.effect.spellId === id;
}))
.map(([slot]) => slot)
.join(', ') : ''
})).filter(s => s.def);
return (
<div className="space-y-6">
{/* Equipment-Granted Spells */}
<div className="mb-6">
<h3 className="text-lg font-semibold mb-3 text-cyan-400"> Known Spells</h3>
<p className="text-sm text-gray-400 mb-4">
Spells are obtained by enchanting equipment with spell effects.
Visit the Crafting tab to design and apply enchantments.
</p>
{equipmentSpells.length > 0 ? (
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-4">
{equipmentSpells.map(({ id, def, source }) => {
const isActive = store.activeSpell === id;
const canCast = canAffordSpellCost(def.cost, store.rawMana, store.elements);
const elemDef = def.elem === 'raw' ? null : ELEMENTS[def.elem];
return (
<Card
key={id}
className={`bg-gray-900/80 border-cyan-600/50 ${canCast ? 'ring-1 ring-green-500/30' : ''}`}
>
<CardHeader className="pb-2">
<div className="flex items-center justify-between">
<CardTitle className="text-sm" style={{ color: def.elem === 'raw' ? '#60A5FA' : elemDef?.color }}>
{def.name}
</CardTitle>
<Badge className="bg-cyan-900/50 text-cyan-300 text-xs">Equipment</Badge>
</div>
</CardHeader>
<CardContent className="space-y-2">
<div className="text-xs text-gray-400">
{def.elem !== 'raw' && <span className="mr-2">{elemDef?.sym} {elemDef?.name}</span>}
<span> {def.dmg} dmg</span>
</div>
<div className="text-xs game-mono" style={{ color: getSpellCostColor(def.cost) }}>
Cost: {formatSpellCost(def.cost)}
</div>
<div className="text-xs text-cyan-400/70">From: {source}</div>
<div className="flex gap-2">
{isActive ? (
<Badge className="bg-amber-900/50 text-amber-300">Active</Badge>
) : (
<Button size="sm" variant="outline" onClick={() => store.setSpell(id)}>
Set Active
</Button>
)}
</div>
</CardContent>
</Card>
);
})}
</div>
) : (
<div className="text-center p-8 bg-gray-800/30 rounded border border-gray-700">
<div className="text-gray-500 mb-2">No spells known yet</div>
<div className="text-sm text-gray-600">Enchant a staff with a spell effect to gain spells</div>
</div>
)}
</div>
{/* Pact Spells (from guardian defeats) */}
{store.signedPacts.length > 0 && (
<div className="mb-6">
<h3 className="text-lg font-semibold mb-3 text-amber-400">🏆 Pact Spells</h3>
<p className="text-sm text-gray-400 mb-3">Spells earned through guardian pacts appear here.</p>
</div>
)}
{/* Spell Reference - show all available spells for enchanting */}
<div className="mb-6">
<h3 className="text-lg font-semibold mb-3 text-purple-400">📚 Spell Reference</h3>
<p className="text-sm text-gray-400 mb-4">
These spells can be applied to equipment through the enchanting system.
Research enchantment effects in the Skills tab to unlock them for designing.
</p>
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-4">
{Object.entries(SPELLS_DEF).map(([id, def]) => {
const elemDef = def.elem === 'raw' ? null : ELEMENTS[def.elem];
const isUnlocked = store.unlockedEffects?.includes(`spell_${id}`);
return (
<Card
key={id}
className={`bg-gray-900/80 border-gray-700 ${isUnlocked ? 'border-purple-500/50' : 'opacity-60'}`}
>
<CardHeader className="pb-2">
<div className="flex items-center justify-between">
<CardTitle className="text-sm" style={{ color: def.elem === 'raw' ? '#60A5FA' : elemDef?.color }}>
{def.name}
</CardTitle>
<div className="flex gap-1">
{def.tier > 0 && <Badge variant="outline" className="text-xs">T{def.tier}</Badge>}
{isUnlocked && <Badge className="bg-purple-900/50 text-purple-300 text-xs">Unlocked</Badge>}
</div>
</div>
</CardHeader>
<CardContent className="space-y-2">
<div className="text-xs text-gray-400">
{def.elem !== 'raw' && <span className="mr-2">{elemDef?.sym} {elemDef?.name}</span>}
<span> {def.dmg} dmg</span>
</div>
<div className="text-xs game-mono" style={{ color: getSpellCostColor(def.cost) }}>
Cost: {formatSpellCost(def.cost)}
</div>
{def.desc && (
<div className="text-xs text-gray-500 italic">{def.desc}</div>
)}
{!isUnlocked && (
<div className="text-xs text-amber-400/70">Research to unlock for enchanting</div>
)}
</CardContent>
</Card>
);
})}
</div>
</div>
</div>
);
};
// Lab Tab
const renderLabTab = () => (
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
{/* Elemental Mana Display */}
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">Elemental Mana</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-3 sm:grid-cols-4 md:grid-cols-6 lg:grid-cols-8 gap-2">
{Object.entries(store.elements)
.filter(([, state]) => state.unlocked)
.map(([id, state]) => {
const def = ELEMENTS[id];
const isSelected = convertTarget === id;
return (
<div
key={id}
className={`p-2 rounded border cursor-pointer transition-all ${isSelected ? 'border-blue-500 bg-blue-900/20' : 'border-gray-700 bg-gray-800/50 hover:border-gray-600'}`}
style={{ borderColor: isSelected ? def?.color : undefined }}
onClick={() => setConvertTarget(id)}
>
<div className="text-lg text-center">{def?.sym}</div>
<div className="text-xs font-semibold text-center" style={{ color: def?.color }}>{def?.name}</div>
<div className="text-xs text-gray-400 game-mono text-center">{state.current}/{state.max}</div>
</div>
);
})}
</div>
</CardContent>
</Card>
{/* Element Conversion */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">Element Conversion</CardTitle>
</CardHeader>
<CardContent>
<p className="text-sm text-gray-400 mb-3">
Convert raw mana to elemental mana (100:1 ratio)
</p>
<div className="flex gap-2 flex-wrap">
<Button
size="sm"
variant="outline"
onClick={() => store.convertMana(convertTarget, 1)}
disabled={!store.elements[convertTarget]?.unlocked || store.rawMana < MANA_PER_ELEMENT}
>
+1 ({MANA_PER_ELEMENT})
</Button>
<Button
size="sm"
variant="outline"
onClick={() => store.convertMana(convertTarget, 10)}
disabled={!store.elements[convertTarget]?.unlocked || store.rawMana < MANA_PER_ELEMENT * 10}
>
+10 ({MANA_PER_ELEMENT * 10})
</Button>
<Button
size="sm"
variant="outline"
onClick={() => store.convertMana(convertTarget, 100)}
disabled={!store.elements[convertTarget]?.unlocked || store.rawMana < MANA_PER_ELEMENT * 100}
>
+100 ({MANA_PER_ELEMENT * 100})
</Button>
</div>
</CardContent>
</Card>
{/* Unlock Elements */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">Unlock Elements</CardTitle>
</CardHeader>
<CardContent>
<p className="text-sm text-gray-400 mb-3">
Unlock new elemental affinities (500 mana each)
</p>
<div className="grid grid-cols-2 sm:grid-cols-3 gap-2">
{Object.entries(store.elements)
.filter(([id, state]) => !state.unlocked && ELEMENTS[id]?.cat !== 'exotic')
.map(([id]) => {
const def = ELEMENTS[id];
return (
<div
key={id}
className="p-2 rounded border border-gray-700 bg-gray-800/50"
>
<div className="text-lg opacity-50">{def?.sym}</div>
<div className="text-xs font-semibold text-gray-500">{def?.name}</div>
<Button
size="sm"
variant="outline"
className="mt-1 w-full"
disabled={store.rawMana < 500}
onClick={() => store.unlockElement(id)}
>
Unlock
</Button>
</div>
);
})}
</div>
</CardContent>
</Card>
{/* Composite Crafting */}
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">Composite & Exotic Crafting</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-2 sm:grid-cols-3 md:grid-cols-4 gap-3">
{Object.entries(ELEMENTS)
.filter(([, def]) => def.recipe)
.map(([id, def]) => {
const state = store.elements[id];
const recipe = def.recipe!;
const canCraft = recipe.every(
(r) => (store.elements[r]?.current || 0) >= recipe.filter((x) => x === r).length
);
return (
<div
key={id}
className={`p-3 rounded border ${canCraft ? 'border-gray-600 bg-gray-800/50' : 'border-gray-700 bg-gray-800/30 opacity-50'}`}
>
<div className="flex items-center gap-2 mb-2">
<span className="text-2xl">{def.sym}</span>
<div>
<div className="text-sm font-semibold" style={{ color: def.color }}>
{def.name}
</div>
<div className="text-xs text-gray-500">{def.cat}</div>
</div>
</div>
<div className="text-xs text-gray-400 mb-2">
{recipe.map((r) => ELEMENTS[r]?.sym).join(' + ')}
</div>
<Button
size="sm"
variant={canCraft ? 'default' : 'outline'}
className="w-full"
disabled={!canCraft}
onClick={() => store.craftComposite(id)}
>
Craft
</Button>
</div>
);
})}
</div>
</CardContent>
</Card>
</div>
);
// Check if skill has milestone available
const hasMilestoneUpgrade = (skillId: string, level: number): { milestone: 5 | 10; hasUpgrades: boolean; selectedCount: number } | null => {
// skillId should already be the tiered skill ID if applicable
const baseSkillId = skillId.includes('_t') ? skillId.split('_t')[0] : skillId;
const path = SKILL_EVOLUTION_PATHS[baseSkillId];
if (!path) return null;
// Check level 5 milestone
if (level >= 5) {
const upgrades5 = getUpgradesForSkillAtMilestone(skillId, 5, store.skillTiers);
const selected5 = (store.skillUpgrades[skillId] || []).filter(id => id.includes('_l5'));
// Can select up to 2 upgrades per milestone
if (upgrades5.length > 0 && selected5.length < 2) {
return { milestone: 5, hasUpgrades: true, selectedCount: selected5.length };
}
}
// Check level 10 milestone
if (level >= 10) {
const upgrades10 = getUpgradesForSkillAtMilestone(skillId, 10, store.skillTiers);
const selected10 = (store.skillUpgrades[skillId] || []).filter(id => id.includes('_l10'));
if (upgrades10.length > 0 && selected10.length < 2) {
return { milestone: 10, hasUpgrades: true, selectedCount: selected10.length };
}
}
return null;
};
// Render upgrade selection dialog
const renderUpgradeDialog = () => {
if (!upgradeDialogSkill) return null;
const skillDef = SKILLS_DEF[upgradeDialogSkill];
const level = store.skills[upgradeDialogSkill] || 0;
const { available, selected: alreadySelected } = store.getSkillUpgradeChoices(upgradeDialogSkill, upgradeDialogMilestone);
// Use pending selections or fall back to already selected
const currentSelections = pendingUpgradeSelections.length > 0 ? pendingUpgradeSelections : alreadySelected;
// Toggle selection
const toggleUpgrade = (upgradeId: string) => {
if (currentSelections.includes(upgradeId)) {
setPendingUpgradeSelections(currentSelections.filter(id => id !== upgradeId));
} else if (currentSelections.length < 2) {
setPendingUpgradeSelections([...currentSelections, upgradeId]);
}
};
// Commit selections and close
const handleDone = () => {
if (currentSelections.length === 2 && upgradeDialogSkill) {
store.commitSkillUpgrades(upgradeDialogSkill, currentSelections);
}
setPendingUpgradeSelections([]);
setUpgradeDialogSkill(null);
};
// Cancel and close
const handleCancel = () => {
setPendingUpgradeSelections([]);
setUpgradeDialogSkill(null);
};
return (
<Dialog open={!!upgradeDialogSkill} onOpenChange={(open) => {
if (!open) {
setPendingUpgradeSelections([]);
setUpgradeDialogSkill(null);
}
}}>
<DialogContent className="bg-gray-900 border-gray-700 max-w-lg">
<DialogHeader>
<DialogTitle className="text-amber-400">
Choose Upgrade - {skillDef?.name || upgradeDialogSkill}
</DialogTitle>
<DialogDescription className="text-gray-400">
Level {upgradeDialogMilestone} Milestone - Select 2 upgrades ({currentSelections.length}/2 chosen)
</DialogDescription>
</DialogHeader>
<div className="space-y-2 mt-4">
{available.map((upgrade) => {
const isSelected = currentSelections.includes(upgrade.id);
const canToggle = currentSelections.length < 2 || isSelected;
return (
<div
key={upgrade.id}
className={`p-3 rounded border cursor-pointer transition-all ${
isSelected
? 'border-amber-500 bg-amber-900/30'
: canToggle
? 'border-gray-600 bg-gray-800/50 hover:border-amber-500/50 hover:bg-gray-800'
: 'border-gray-700 bg-gray-800/30 opacity-50 cursor-not-allowed'
}`}
onClick={() => {
if (canToggle) {
toggleUpgrade(upgrade.id);
}
}}
>
<div className="flex items-center justify-between">
<div className="font-semibold text-sm text-amber-300">{upgrade.name}</div>
{isSelected && <Badge className="bg-amber-600 text-amber-100">Selected</Badge>}
</div>
<div className="text-xs text-gray-400 mt-1">{upgrade.desc}</div>
{upgrade.effect.type === 'multiplier' && (
<div className="text-xs text-green-400 mt-1">
+{Math.round((upgrade.effect.value! - 1) * 100)}% {upgrade.effect.stat}
</div>
)}
{upgrade.effect.type === 'bonus' && (
<div className="text-xs text-blue-400 mt-1">
+{upgrade.effect.value} {upgrade.effect.stat}
</div>
)}
{upgrade.effect.type === 'special' && (
<div className="text-xs text-cyan-400 mt-1">
{upgrade.effect.specialDesc || 'Special effect'}
</div>
)}
</div>
);
})}
</div>
<div className="flex justify-end gap-2 mt-4">
<Button
variant="outline"
onClick={handleCancel}
>
Cancel
</Button>
<Button
variant="default"
onClick={handleDone}
disabled={currentSelections.length !== 2}
>
{currentSelections.length < 2 ? `Select ${2 - currentSelections.length} more` : 'Confirm'}
</Button>
</div>
</DialogContent>
</Dialog>
);
};
// Skills Tab
const renderSkillsTab = () => (
<div className="space-y-4">
{/* Upgrade Selection Dialog */}
{renderUpgradeDialog()}
{/* Current Study Progress */}
{store.currentStudyTarget && store.currentStudyTarget.type === 'skill' && (
<Card className="bg-gray-900/80 border-purple-600/50">
<CardContent className="pt-4">
{renderStudyProgress()}
</CardContent>
</Card>
)}
{SKILL_CATEGORIES.map((cat) => {
const skillsInCat = Object.entries(SKILLS_DEF).filter(([, def]) => def.cat === cat.id);
if (skillsInCat.length === 0) return null;
return (
<Card key={cat.id} className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">
{cat.icon} {cat.name}
</CardTitle>
</CardHeader>
<CardContent>
<div className="space-y-2">
{skillsInCat.map(([id, def]) => {
// Get tier info - check if this skill has evolved
const currentTier = store.skillTiers?.[id] || 1;
const tieredSkillId = currentTier > 1 ? `${id}_t${currentTier}` : id;
const tierMultiplier = getTierMultiplier(tieredSkillId);
// Get the actual level from the tiered skill
const level = store.skills[tieredSkillId] || store.skills[id] || 0;
const maxed = level >= def.max;
// Check if studying this skill (either base or tiered)
const isStudying = (store.currentStudyTarget?.id === id || store.currentStudyTarget?.id === tieredSkillId) && store.currentStudyTarget?.type === 'skill';
const savedProgress = store.skillProgress[tieredSkillId] || store.skillProgress[id] || 0;
// Get tier name for display
const tierDef = SKILL_EVOLUTION_PATHS[id]?.tiers.find(t => t.tier === currentTier);
const skillDisplayName = tierDef?.name || def.name;
// Check prerequisites
let prereqMet = true;
if (def.req) {
for (const [r, rl] of Object.entries(def.req)) {
if ((store.skills[r] || 0) < rl) {
prereqMet = false;
break;
}
}
}
// Apply skill modifiers
const costMult = getStudyCostMultiplier(store.skills);
const speedMult = getStudySpeedMultiplier(store.skills);
const studyEffects = getUnifiedEffects(store);
const effectiveSpeedMult = speedMult * studyEffects.studySpeedMultiplier;
// Study time scales with tier
const tierStudyTime = def.studyTime * currentTier;
const effectiveStudyTime = tierStudyTime / effectiveSpeedMult;
// Cost scales with tier
const baseCost = def.base * (level + 1) * currentTier;
const cost = Math.floor(baseCost * costMult);
// Can start studying? (study the tiered skill)
const canStudy = !maxed && prereqMet && store.rawMana >= cost && !isStudying;
// Check for milestone upgrades (use tiered skill ID)
const milestoneInfo = hasMilestoneUpgrade(tieredSkillId, level);
// Check for tier up
const nextTierSkill = getNextTierSkill(tieredSkillId);
const canTierUp = maxed && nextTierSkill;
// Get selected upgrades for this skill (from tiered skill)
const selectedUpgrades = store.skillUpgrades[tieredSkillId] || [];
const selectedL5 = selectedUpgrades.filter(u => u.includes('_l5'));
const selectedL10 = selectedUpgrades.filter(u => u.includes('_l10'));
return (
<div
key={id}
className={`flex flex-col sm:flex-row sm:items-center justify-between p-3 rounded border gap-2 ${
isStudying ? 'border-purple-500 bg-purple-900/20' :
milestoneInfo ? 'border-amber-500/50 bg-amber-900/10' :
'border-gray-700 bg-gray-800/30'
}`
}
>
<div className="flex-1 min-w-0">
<div className="flex items-center gap-2 flex-wrap">
<span className="font-semibold text-sm">{skillDisplayName}</span>
{/* Show tier */}
{currentTier > 1 && (
<Badge className="bg-purple-600/50 text-purple-200 text-xs">Tier {currentTier} ({fmtDec(tierMultiplier, 0)}x)</Badge>
)}
{level > 0 && <span className="text-purple-400 text-sm">Lv.{level}</span>}
{/* Show selected upgrades */}
{selectedUpgrades.length > 0 && (
<div className="flex gap-1">
{selectedL5.length > 0 && (
<Badge className="bg-amber-700/50 text-amber-200 text-xs">L5: {selectedL5.length}</Badge>
)}
{selectedL10.length > 0 && (
<Badge className="bg-purple-700/50 text-purple-200 text-xs">L10: {selectedL10.length}</Badge>
)}
</div>
)}
</div>
<div className="text-xs text-gray-400 italic">{def.desc}{currentTier > 1 && ` (Tier ${currentTier}: ${fmtDec(tierMultiplier, 0)}x effect)`}</div>
{!prereqMet && def.req && (
<div className="text-xs text-red-400 mt-1">
Requires: {Object.entries(def.req).map(([r, rl]) => `${SKILLS_DEF[r]?.name} Lv.${rl}`).join(', ')}
</div>
)}
<div className="text-xs text-gray-500 mt-1">
<span className={effectiveSpeedMult > 1 ? 'text-green-400' : ''}>
Study: {formatStudyTime(effectiveStudyTime)}{effectiveSpeedMult > 1 && <span className="text-xs ml-1">({Math.round(effectiveSpeedMult * 100)}% speed)</span>}
</span>
{' • '}
<span className={costMult < 1 ? 'text-green-400' : ''}>
Cost: {fmt(cost)} mana{costMult < 1 && <span className="text-xs ml-1">({Math.round(costMult * 100)}% cost)</span>}
</span>
</div>
{/* Milestone indicator */}
{milestoneInfo && (
<div className="text-xs text-amber-400 mt-1 flex items-center gap-1">
Level {milestoneInfo.milestone} milestone: {milestoneInfo.selectedCount}/2 upgrades selected
</div>
)}
</div>
<div className="flex items-center gap-3 flex-wrap sm:flex-nowrap">
{/* Level dots */}
<div className="flex gap-1 shrink-0">
{Array.from({ length: def.max }).map((_, i) => (
<div
key={i}
className={`w-2 h-2 rounded-full border ${
i < level ? 'bg-purple-500 border-purple-400' :
i === 4 || i === 9 ? 'border-amber-500' :
'border-gray-600'
}`}
/>
))}
</div>
{isStudying ? (
<div className="text-xs text-purple-400">
{formatStudyTime(store.currentStudyTarget?.progress || 0)}/{formatStudyTime(tierStudyTime)}
</div>
) : milestoneInfo ? (
<Button
size="sm"
className="bg-amber-600 hover:bg-amber-700"
onClick={() => {
setUpgradeDialogSkill(tieredSkillId);
setUpgradeDialogMilestone(milestoneInfo.milestone);
}}
>
Choose Upgrades
</Button>
) : canTierUp ? (
<Button
size="sm"
className="bg-purple-600 hover:bg-purple-700"
onClick={() => store.tierUpSkill(tieredSkillId)}
>
Tier Up
</Button>
) : maxed ? (
<Badge className="bg-green-900/50 text-green-300">Maxed</Badge>
) : (
<div className="flex gap-1">
<Button
size="sm"
variant={canStudy ? 'default' : 'outline'}
disabled={!canStudy}
className={canStudy ? 'bg-purple-600 hover:bg-purple-700' : 'opacity-50'}
onClick={() => store.startStudyingSkill(tieredSkillId)}
>
Study ({fmt(cost)})
</Button>
{/* Parallel Study button */}
{hasSpecial(upgradeEffects, SPECIAL_EFFECTS.PARALLEL_STUDY) &&
store.currentStudyTarget &&
!store.parallelStudyTarget &&
store.currentStudyTarget.id !== tieredSkillId &&
canStudy && (
<TooltipProvider>
<Tooltip>
<TooltipTrigger asChild>
<Button
size="sm"
variant="outline"
className="border-cyan-500 text-cyan-400 hover:bg-cyan-900/30"
onClick={() => store.startParallelStudySkill(tieredSkillId)}
>
</Button>
</TooltipTrigger>
<TooltipContent>
<p>Study in parallel (50% speed)</p>
</TooltipContent>
</Tooltip>
</TooltipProvider>
)}
</div>
)}
</div>
</div>
);
})}
</div>
</CardContent>
</Card>
);
})}
</div>
);
// Stats Tab - Comprehensive stats overview
const renderStatsTab = () => {
// Compute element max
const elemMax = (() => {
const ea = store.skillTiers?.elemAttune || 1;
const tieredSkillId = ea > 1 ? `elemAttune_t${ea}` : 'elemAttune';
const level = store.skills[tieredSkillId] || store.skills.elemAttune || 0;
const tierMult = getTierMultiplier(tieredSkillId);
return 10 + level * 50 * tierMult + (store.prestigeUpgrades.elementalAttune || 0) * 25;
})();
// Get all selected skill upgrades
const getAllSelectedUpgrades = () => {
const upgrades: { skillId: string; upgrade: SkillUpgradeChoice }[] = [];
for (const [skillId, selectedIds] of Object.entries(store.skillUpgrades)) {
const baseSkillId = skillId.includes('_t') ? skillId.split('_t')[0] : skillId;
const path = SKILL_EVOLUTION_PATHS[baseSkillId];
if (!path) continue;
for (const tier of path.tiers) {
if (tier.skillId === skillId) {
for (const upgradeId of selectedIds) {
const upgrade = tier.upgrades.find(u => u.id === upgradeId);
if (upgrade) {
upgrades.push({ skillId, upgrade });
}
}
}
}
}
return upgrades;
};
const selectedUpgrades = getAllSelectedUpgrades();
return (
<div className="space-y-4">
{/* Mana Stats */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-blue-400 game-panel-title text-xs flex items-center gap-2">
<Droplet className="w-4 h-4" />
Mana Stats
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Base Max Mana:</span>
<span className="text-gray-200">100</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Mana Well Bonus:</span>
<span className="text-blue-300">
{(() => {
const mw = store.skillTiers?.manaWell || 1;
const tieredSkillId = mw > 1 ? `manaWell_t${mw}` : 'manaWell';
const level = store.skills[tieredSkillId] || store.skills.manaWell || 0;
const tierMult = getTierMultiplier(tieredSkillId);
return `+${fmt(level * 100 * tierMult)} (${level} lvl × 100 × ${tierMult}x tier)`;
})()}
</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Deep Reservoir Bonus:</span>
<span className="text-blue-300">+{fmt((store.skills.deepReservoir || 0) * 500)}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Prestige Mana Well:</span>
<span className="text-blue-300">+{fmt((store.prestigeUpgrades.manaWell || 0) * 500)}</span>
</div>
{/* Skill Upgrade Effects on Max Mana */}
{upgradeEffects.maxManaBonus > 0 && (
<div className="flex justify-between text-sm">
<span className="text-amber-400">Upgrade Mana Bonus:</span>
<span className="text-amber-300">+{fmt(upgradeEffects.maxManaBonus)}</span>
</div>
)}
{upgradeEffects.maxManaMultiplier > 1 && (
<div className="flex justify-between text-sm">
<span className="text-amber-400">Upgrade Mana Multiplier:</span>
<span className="text-amber-300">×{fmtDec(upgradeEffects.maxManaMultiplier, 2)}</span>
</div>
)}
<div className="flex justify-between text-sm font-semibold border-t border-gray-700 pt-2">
<span className="text-gray-300">Total Max Mana:</span>
<span className="text-blue-400">{fmt(maxMana)}</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Base Regen:</span>
<span className="text-gray-200">2/hr</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Mana Flow Bonus:</span>
<span className="text-blue-300">
{(() => {
const mf = store.skillTiers?.manaFlow || 1;
const tieredSkillId = mf > 1 ? `manaFlow_t${mf}` : 'manaFlow';
const level = store.skills[tieredSkillId] || store.skills.manaFlow || 0;
const tierMult = getTierMultiplier(tieredSkillId);
return `+${fmtDec(level * 1 * tierMult)}/hr (${level} lvl × 1 × ${tierMult}x tier)`;
})()}
</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Mana Spring Bonus:</span>
<span className="text-blue-300">+{(store.skills.manaSpring || 0) * 2}/hr</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Prestige Mana Flow:</span>
<span className="text-blue-300">+{fmtDec((store.prestigeUpgrades.manaFlow || 0) * 0.5)}/hr</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Temporal Echo:</span>
<span className="text-blue-300">×{fmtDec(1 + (store.prestigeUpgrades.temporalEcho || 0) * 0.1, 2)}</span>
</div>
<div className="flex justify-between text-sm font-semibold border-t border-gray-700 pt-2">
<span className="text-gray-300">Base Regen:</span>
<span className="text-blue-400">{fmtDec(baseRegen, 2)}/hr</span>
</div>
{/* Skill Upgrade Effects on Regen */}
{upgradeEffects.regenBonus > 0 && (
<div className="flex justify-between text-sm">
<span className="text-amber-400">Upgrade Regen Bonus:</span>
<span className="text-amber-300">+{fmtDec(upgradeEffects.regenBonus, 2)}/hr</span>
</div>
)}
{upgradeEffects.permanentRegenBonus > 0 && (
<div className="flex justify-between text-sm">
<span className="text-amber-400">Permanent Regen Bonus:</span>
<span className="text-amber-300">+{fmtDec(upgradeEffects.permanentRegenBonus, 2)}/hr</span>
</div>
)}
{upgradeEffects.regenMultiplier > 1 && (
<div className="flex justify-between text-sm">
<span className="text-amber-400">Upgrade Regen Multiplier:</span>
<span className="text-amber-300">×{fmtDec(upgradeEffects.regenMultiplier, 2)}</span>
</div>
)}
</div>
</div>
<Separator className="bg-gray-700 my-3" />
{/* Skill Upgrade Effects Summary */}
{upgradeEffects.activeUpgrades.length > 0 && (
<>
<div className="mb-2">
<span className="text-xs text-amber-400 game-panel-title">Active Skill Upgrades</span>
</div>
<div className="grid grid-cols-1 md:grid-cols-2 gap-2 mb-3">
{upgradeEffects.activeUpgrades.map((upgrade, idx) => (
<div key={idx} className="flex justify-between text-xs bg-gray-800/50 rounded px-2 py-1">
<span className="text-gray-300">{upgrade.name}</span>
<span className="text-gray-400">{upgrade.desc}</span>
</div>
))}
</div>
<Separator className="bg-gray-700 my-3" />
</>
)}
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Click Mana Value:</span>
<span className="text-purple-300">+{clickMana}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Mana Tap Bonus:</span>
<span className="text-purple-300">+{store.skills.manaTap || 0}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Mana Surge Bonus:</span>
<span className="text-purple-300">+{(store.skills.manaSurge || 0) * 3}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Mana Overflow:</span>
<span className="text-purple-300">×{fmtDec(1 + (store.skills.manaOverflow || 0) * 0.25, 2)}</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Meditation Multiplier:</span>
<span className={`font-semibold ${meditationMultiplier > 1.5 ? 'text-purple-400' : 'text-gray-300'}`}>
{fmtDec(meditationMultiplier, 2)}x
</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Effective Regen:</span>
<span className="text-green-400 font-semibold">{fmtDec(effectiveRegen, 2)}/hr</span>
</div>
{incursionStrength > 0 && !hasSpecial(upgradeEffects, SPECIAL_EFFECTS.STEADY_STREAM) && (
<div className="flex justify-between text-sm">
<span className="text-red-400">Incursion Penalty:</span>
<span className="text-red-400">-{Math.round(incursionStrength * 100)}%</span>
</div>
)}
{hasSpecial(upgradeEffects, SPECIAL_EFFECTS.STEADY_STREAM) && incursionStrength > 0 && (
<div className="flex justify-between text-sm">
<span className="text-green-400">Steady Stream:</span>
<span className="text-green-400">Immune to incursion</span>
</div>
)}
{manaCascadeBonus > 0 && (
<div className="flex justify-between text-sm">
<span className="text-cyan-400">Mana Cascade Bonus:</span>
<span className="text-cyan-400">+{fmtDec(manaCascadeBonus, 2)}/hr</span>
</div>
)}
{hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_TORRENT) && store.rawMana > maxMana * 0.75 && (
<div className="flex justify-between text-sm">
<span className="text-cyan-400">Mana Torrent:</span>
<span className="text-cyan-400">+50% regen (high mana)</span>
</div>
)}
{hasSpecial(upgradeEffects, SPECIAL_EFFECTS.DESPERATE_WELLS) && store.rawMana < maxMana * 0.25 && (
<div className="flex justify-between text-sm">
<span className="text-cyan-400">Desperate Wells:</span>
<span className="text-cyan-400">+50% regen (low mana)</span>
</div>
)}
</div>
</div>
</CardContent>
</Card>
{/* Combat Stats */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-red-400 game-panel-title text-xs flex items-center gap-2">
<Swords className="w-4 h-4" />
Combat Stats
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Active Spell Base Damage:</span>
<span className="text-gray-200">{activeSpellDef?.dmg || 5}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Combat Training Bonus:</span>
<span className="text-red-300">+{(store.skills.combatTrain || 0) * 5}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Arcane Fury Multiplier:</span>
<span className="text-red-300">×{fmtDec(1 + (store.skills.arcaneFury || 0) * 0.1, 2)}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Elemental Mastery:</span>
<span className="text-red-300">×{fmtDec(1 + (store.skills.elementalMastery || 0) * 0.15, 2)}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Guardian Bane:</span>
<span className="text-red-300">×{fmtDec(1 + (store.skills.guardianBane || 0) * 0.2, 2)} (vs guardians)</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Critical Hit Chance:</span>
<span className="text-amber-300">{((store.skills.precision || 0) * 5)}%</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Critical Multiplier:</span>
<span className="text-amber-300">1.5x</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Spell Echo Chance:</span>
<span className="text-amber-300">{((store.skills.spellEcho || 0) * 10)}%</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Pact Multiplier:</span>
<span className="text-amber-300">×{fmtDec(store.signedPacts.reduce((m, f) => m * (GUARDIANS[f]?.pact || 1), 1), 2)}</span>
</div>
<div className="flex justify-between text-sm font-semibold border-t border-gray-700 pt-2">
<span className="text-gray-300">Total Damage:</span>
<span className="text-red-400">{fmt(calcDamage(store, store.activeSpell))}</span>
</div>
</div>
</div>
</CardContent>
</Card>
{/* Study Stats */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-purple-400 game-panel-title text-xs flex items-center gap-2">
<BookOpen className="w-4 h-4" />
Study Stats
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-1 md:grid-cols-3 gap-4">
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Study Speed:</span>
<span className="text-purple-300">×{fmtDec(studySpeedMult, 2)}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Quick Learner Bonus:</span>
<span className="text-purple-300">+{((store.skills.quickLearner || 0) * 10)}%</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Study Cost:</span>
<span className="text-purple-300">{Math.round(studyCostMult * 100)}%</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Focused Mind Bonus:</span>
<span className="text-purple-300">-{((store.skills.focusedMind || 0) * 5)}%</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Progress Retention:</span>
<span className="text-purple-300">{Math.round((1 + (store.skills.knowledgeRetention || 0) * 0.2) * 100)}%</span>
</div>
</div>
</div>
</CardContent>
</Card>
{/* Element Stats */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-green-400 game-panel-title text-xs flex items-center gap-2">
<FlaskConical className="w-4 h-4" />
Element Stats
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Element Capacity:</span>
<span className="text-green-300">{elemMax}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Elem. Attunement Bonus:</span>
<span className="text-green-300">
{(() => {
const ea = store.skillTiers?.elemAttune || 1;
const tieredSkillId = ea > 1 ? `elemAttune_t${ea}` : 'elemAttune';
const level = store.skills[tieredSkillId] || store.skills.elemAttune || 0;
const tierMult = getTierMultiplier(tieredSkillId);
return `+${level * 50 * tierMult}`;
})()}
</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Prestige Attunement:</span>
<span className="text-green-300">+{(store.prestigeUpgrades.elementalAttune || 0) * 25}</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Unlocked Elements:</span>
<span className="text-green-300">{Object.values(store.elements).filter(e => e.unlocked).length} / {Object.keys(ELEMENTS).length}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Elem. Crafting Bonus:</span>
<span className="text-green-300">×{fmtDec(1 + (store.skills.elemCrafting || 0) * 0.25, 2)}</span>
</div>
</div>
</div>
<Separator className="bg-gray-700 my-3" />
<div className="text-xs text-gray-400 mb-2">Elemental Mana Pools:</div>
<div className="grid grid-cols-4 sm:grid-cols-6 md:grid-cols-8 gap-2">
{Object.entries(store.elements)
.filter(([, state]) => state.unlocked)
.map(([id, state]) => {
const def = ELEMENTS[id];
return (
<div key={id} className="p-2 rounded border border-gray-700 bg-gray-800/50 text-center">
<div className="text-lg">{def?.sym}</div>
<div className="text-xs text-gray-400">{state.current}/{state.max}</div>
</div>
);
})}
</div>
</CardContent>
</Card>
{/* Active Upgrades */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center gap-2">
<Star className="w-4 h-4" />
Active Skill Upgrades ({selectedUpgrades.length})
</CardTitle>
</CardHeader>
<CardContent>
{selectedUpgrades.length === 0 ? (
<div className="text-gray-500 text-sm">No skill upgrades selected yet. Level skills to 5 or 10 to choose upgrades.</div>
) : (
<div className="grid grid-cols-1 md:grid-cols-2 gap-2">
{selectedUpgrades.map(({ skillId, upgrade }) => (
<div key={upgrade.id} className="p-2 rounded border border-amber-600/30 bg-amber-900/10">
<div className="flex items-center justify-between">
<span className="text-amber-300 text-sm font-semibold">{upgrade.name}</span>
<Badge variant="outline" className="text-xs text-gray-400">
{SKILLS_DEF[skillId]?.name || skillId}
</Badge>
</div>
<div className="text-xs text-gray-400 mt-1">{upgrade.desc}</div>
{upgrade.effect.type === 'multiplier' && (
<div className="text-xs text-green-400 mt-1">
+{Math.round((upgrade.effect.value! - 1) * 100)}% {upgrade.effect.stat}
</div>
)}
{upgrade.effect.type === 'bonus' && (
<div className="text-xs text-blue-400 mt-1">
+{upgrade.effect.value} {upgrade.effect.stat}
</div>
)}
{upgrade.effect.type === 'special' && (
<div className="text-xs text-cyan-400 mt-1">
{upgrade.effect.specialDesc || 'Special effect active'}
</div>
)}
</div>
))}
</div>
)}
</CardContent>
</Card>
{/* Pact Bonuses */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center gap-2">
<Trophy className="w-4 h-4" />
Signed Pacts ({store.signedPacts.length}/10)
</CardTitle>
</CardHeader>
<CardContent>
{store.signedPacts.length === 0 ? (
<div className="text-gray-500 text-sm">No pacts signed yet. Defeat guardians to earn pacts.</div>
) : (
<div className="space-y-2">
{store.signedPacts.map((floor) => {
const guardian = GUARDIANS[floor];
if (!guardian) return null;
return (
<div
key={floor}
className="flex items-center justify-between p-2 rounded border"
style={{ borderColor: guardian.color, backgroundColor: `${guardian.color}15` }}
>
<div>
<div className="font-semibold text-sm" style={{ color: guardian.color }}>
{guardian.name}
</div>
<div className="text-xs text-gray-400">Floor {floor}</div>
</div>
<Badge className="bg-amber-900/50 text-amber-300">
{guardian.pact}x multiplier
</Badge>
</div>
);
})}
<div className="flex justify-between text-sm font-semibold border-t border-gray-700 pt-2 mt-2">
<span className="text-gray-300">Combined Pact Multiplier:</span>
<span className="text-amber-400">×{fmtDec(store.signedPacts.reduce((m, f) => m * (GUARDIANS[f]?.pact || 1), 1), 2)}</span>
</div>
</div>
)}
</CardContent>
</Card>
{/* Loop Stats */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-purple-400 game-panel-title text-xs flex items-center gap-2">
<RotateCcw className="w-4 h-4" />
Loop Stats
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-2 md:grid-cols-4 gap-4">
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-2xl font-bold text-amber-400 game-mono">{store.loopCount}</div>
<div className="text-xs text-gray-400">Loops Completed</div>
</div>
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-2xl font-bold text-purple-400 game-mono">{fmt(store.insight)}</div>
<div className="text-xs text-gray-400">Current Insight</div>
</div>
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-2xl font-bold text-blue-400 game-mono">{fmt(store.totalInsight)}</div>
<div className="text-xs text-gray-400">Total Insight</div>
</div>
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-2xl font-bold text-green-400 game-mono">{store.maxFloorReached}</div>
<div className="text-xs text-gray-400">Max Floor</div>
</div>
</div>
<Separator className="bg-gray-700 my-3" />
<div className="grid grid-cols-2 md:grid-cols-4 gap-4">
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-xl font-bold text-gray-300 game-mono">{Object.values(store.spells).filter(s => s.learned).length}</div>
<div className="text-xs text-gray-400">Spells Learned</div>
</div>
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-xl font-bold text-gray-300 game-mono">{Object.values(store.skills).reduce((a, b) => a + b, 0)}</div>
<div className="text-xs text-gray-400">Total Skill Levels</div>
</div>
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-xl font-bold text-gray-300 game-mono">{fmt(store.totalManaGathered)}</div>
<div className="text-xs text-gray-400">Total Mana Gathered</div>
</div>
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-xl font-bold text-gray-300 game-mono">{store.memorySlots}</div>
<div className="text-xs text-gray-400">Memory Slots</div>
</div>
</div>
</CardContent>
</Card>
</div>
);
};
// Grimoire Tab (Prestige)
const renderGrimoireTab = () => (
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
{/* Current Status */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">Loop Status</CardTitle>
</CardHeader>
<CardContent className="space-y-3">
<div className="grid grid-cols-2 gap-3">
<div className="p-3 bg-gray-800/50 rounded">
<div className="text-2xl font-bold text-amber-400 game-mono">{store.loopCount}</div>
<div className="text-xs text-gray-400">Loops Completed</div>
</div>
<div className="p-3 bg-gray-800/50 rounded">
<div className="text-2xl font-bold text-purple-400 game-mono">{fmt(store.insight)}</div>
<div className="text-xs text-gray-400">Current Insight</div>
</div>
<div className="p-3 bg-gray-800/50 rounded">
<div className="text-2xl font-bold text-blue-400 game-mono">{fmt(store.totalInsight)}</div>
<div className="text-xs text-gray-400">Total Insight</div>
</div>
<div className="p-3 bg-gray-800/50 rounded">
<div className="text-2xl font-bold text-green-400 game-mono">{store.memorySlots}</div>
<div className="text-xs text-gray-400">Memory Slots</div>
</div>
</div>
</CardContent>
</Card>
{/* Signed Pacts */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">Signed Pacts</CardTitle>
</CardHeader>
<CardContent>
{store.signedPacts.length === 0 ? (
<div className="text-gray-500 text-sm">No pacts signed yet. Defeat guardians to earn pacts.</div>
) : (
<div className="space-y-2">
{store.signedPacts.map((floor) => {
const guardian = GUARDIANS[floor];
if (!guardian) return null;
return (
<div
key={floor}
className="flex items-center justify-between p-2 rounded border"
style={{ borderColor: guardian.color, backgroundColor: `${guardian.color}15` }}
>
<div>
<div className="font-semibold text-sm" style={{ color: guardian.color }}>
{guardian.name}
</div>
<div className="text-xs text-gray-400">Floor {floor}</div>
</div>
<Badge className="bg-amber-900/50 text-amber-300">
{guardian.pact}x multiplier
</Badge>
</div>
);
})}
</div>
)}
</CardContent>
</Card>
{/* Prestige Upgrades */}
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">Insight Upgrades (Permanent)</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-1 sm:grid-cols-2 lg:grid-cols-3 gap-3">
{Object.entries(PRESTIGE_DEF).map(([id, def]) => {
const level = store.prestigeUpgrades[id] || 0;
const maxed = level >= def.max;
const canBuy = !maxed && store.insight >= def.cost;
return (
<div
key={id}
className="p-3 rounded border border-gray-700 bg-gray-800/50"
>
<div className="flex items-center justify-between mb-2">
<div className="font-semibold text-amber-400 text-sm">{def.name}</div>
<Badge variant="outline" className="text-xs">
{level}/{def.max}
</Badge>
</div>
<div className="text-xs text-gray-400 italic mb-2">{def.desc}</div>
<Button
size="sm"
variant={canBuy ? 'default' : 'outline'}
className="w-full"
disabled={!canBuy}
onClick={() => store.doPrestige(id)}
>
{maxed ? 'Maxed' : `Upgrade (${fmt(def.cost)} insight)`}
</Button>
</div>
);
})}
</div>
{/* Reset Game Button */}
<div className="mt-4 pt-4 border-t border-gray-700">
<div className="flex items-center justify-between">
<div>
<div className="text-sm text-gray-400">Reset All Progress</div>
<div className="text-xs text-gray-500">Clear all data and start fresh</div>
</div>
<Button
size="sm"
variant="outline"
className="border-red-600/50 text-red-400 hover:bg-red-900/20"
onClick={() => {
if (confirm('Are you sure you want to reset ALL progress? This cannot be undone!')) {
store.resetGame();
}
}}
>
<RotateCcw className="w-4 h-4 mr-1" />
Reset
</Button>
</div>
</div>
</CardContent>
</Card>
</div>
);
// Game Over Screen
if (store.gameOver) {
return (
<div className="fixed inset-0 game-overlay flex items-center justify-center z-50">
<Card className="bg-gray-900 border-gray-600 max-w-md w-full mx-4 shadow-2xl">
<CardHeader>
<CardTitle className={`text-3xl text-center game-title ${store.victory ? 'text-amber-400' : 'text-red-400'}`}>
{store.victory ? '🏆 VICTORY!' : '⏰ LOOP ENDS'}
</CardTitle>
</CardHeader>
<CardContent className="space-y-4">
<p className="text-center text-gray-400">
{store.victory
? 'The Awakened One falls! Your power echoes through eternity.'
: 'The time loop resets... but you remember.'}
</p>
<div className="grid grid-cols-2 gap-3">
<div className="p-3 bg-gray-800 rounded">
<div className="text-xl font-bold text-amber-400 game-mono">{fmt(store.loopInsight)}</div>
<div className="text-xs text-gray-400">Insight Gained</div>
</div>
<div className="p-3 bg-gray-800 rounded">
<div className="text-xl font-bold text-blue-400 game-mono">{store.maxFloorReached}</div>
<div className="text-xs text-gray-400">Best Floor</div>
</div>
<div className="p-3 bg-gray-800 rounded">
<div className="text-xl font-bold text-purple-400 game-mono">{store.signedPacts.length}</div>
<div className="text-xs text-gray-400">Pacts Signed</div>
</div>
<div className="p-3 bg-gray-800 rounded">
<div className="text-xl font-bold text-green-400 game-mono">{store.loopCount + 1}</div>
<div className="text-xs text-gray-400">Total Loops</div>
</div>
</div>
<Button
className="w-full bg-gradient-to-r from-blue-600 to-purple-600 hover:from-blue-700 hover:to-purple-700"
size="lg"
onClick={() => store.startNewLoop()}
>
Begin New Loop
</Button>
</CardContent>
</Card>
</div>
);
}
return (
<TooltipProvider>
<div className="game-root min-h-screen flex flex-col">
{/* Header */}
<header className="sticky top-0 z-50 bg-gradient-to-b from-gray-900 to-gray-900/80 border-b border-gray-700 px-4 py-2">
<div className="flex items-center justify-between">
<h1 className="text-xl font-bold game-title tracking-wider">MANA LOOP</h1>
<div className="flex items-center gap-4">
<div className="text-center">
<div className="text-lg font-bold game-mono text-amber-400">
Day {store.day}
</div>
<div className="text-xs text-gray-400">
{formatTime(store.hour)}
</div>
</div>
<div className="text-center">
<div className="text-lg font-bold game-mono text-purple-400">
{fmt(store.insight)}
</div>
<div className="text-xs text-gray-400">Insight</div>
</div>
<Button
variant="ghost"
size="sm"
onClick={() => store.togglePause()}
className="text-gray-400 hover:text-white"
>
{store.paused ? <Play className="w-4 h-4" /> : <Pause className="w-4 h-4" />}
</Button>
</div>
</div>
{/* Calendar */}
<div className="mt-2 flex gap-1 overflow-x-auto pb-1">
{renderCalendar()}
</div>
</header>
{/* Main Content */}
<div className="flex-1 flex flex-col md:flex-row">
{/* Sidebar */}
<aside className="w-full md:w-64 bg-gray-900/50 border-b md:border-b-0 md:border-r border-gray-700 p-4 space-y-4">
{/* Mana Panel */}
<Card className="bg-gray-900/80 border-gray-700">
<CardContent className="pt-4 space-y-3">
<div>
<div className="flex items-baseline gap-1">
<span className="text-3xl font-bold game-mono text-blue-400">{fmt(store.rawMana)}</span>
<span className="text-sm text-gray-400">/ {fmt(maxMana)}</span>
</div>
<div className="text-xs text-gray-400">
+{fmtDec(effectiveRegen)} mana/hr {meditationMultiplier > 1.01 && <span className="text-purple-400">({fmtDec(meditationMultiplier, 1)}x med)</span>}
</div>
</div>
<Progress
value={(store.rawMana / maxMana) * 100}
className="h-2 bg-gray-800"
/>
<Button
className={`w-full bg-gradient-to-r from-blue-600 to-purple-600 hover:from-blue-700 hover:to-purple-700 ${isGathering ? 'animate-pulse' : ''}`}
onMouseDown={handleGatherStart}
onMouseUp={handleGatherEnd}
onMouseLeave={handleGatherEnd}
onTouchStart={handleGatherStart}
onTouchEnd={handleGatherEnd}
>
<Zap className="w-4 h-4 mr-2" />
Gather +{clickMana} Mana
{isGathering && <span className="ml-2 text-xs">(Holding...)</span>}
</Button>
</CardContent>
</Card>
{/* Actions */}
<Card className="bg-gray-900/80 border-gray-700">
<CardContent className="pt-4">
<div className="text-xs text-amber-400 game-panel-title mb-2">Current Action</div>
{renderActionButtons()}
</CardContent>
</Card>
{/* Floor Status */}
<Card className="bg-gray-900/80 border-gray-700">
<CardContent className="pt-4 space-y-2">
<div className="text-xs text-amber-400 game-panel-title mb-2">Floor Status</div>
<div className="flex items-center justify-between">
<span className="text-sm text-gray-400">Current</span>
<span className="text-lg font-bold" style={{ color: floorElemDef?.color }}>
{store.currentFloor}
</span>
</div>
<Progress
value={(store.floorHP / store.floorMaxHP) * 100}
className="h-2 bg-gray-800"
/>
<div className="text-xs text-gray-400 game-mono">
{fmt(store.floorHP)} / {fmt(store.floorMaxHP)} HP
</div>
</CardContent>
</Card>
</aside>
{/* Main Tab Content */}
<main className="flex-1 p-4 overflow-auto">
<Tabs value={activeTab} onValueChange={setActiveTab}>
<TabsList className="mb-4 bg-gray-800/50 w-full overflow-x-auto flex-nowrap justify-start sm:justify-center">
<TabsTrigger value="spire" className="data-[state=active]:bg-gray-700 shrink-0"> Spire</TabsTrigger>
<TabsTrigger value="spells" className="data-[state=active]:bg-gray-700 shrink-0">📖 Spells</TabsTrigger>
<TabsTrigger value="lab" className="data-[state=active]:bg-gray-700 shrink-0">🧪 Lab</TabsTrigger>
<TabsTrigger value="crafting" className="data-[state=active]:bg-gray-700 shrink-0"> Crafting</TabsTrigger>
<TabsTrigger value="skills" className="data-[state=active]:bg-gray-700 shrink-0">📚 Skills</TabsTrigger>
<TabsTrigger value="grimoire" className="data-[state=active]:bg-gray-700 shrink-0"> Grimoire</TabsTrigger>
<TabsTrigger value="stats" className="data-[state=active]:bg-gray-700 shrink-0">📊 Stats</TabsTrigger>
</TabsList>
<TabsContent value="spire">
{renderSpireTab()}
</TabsContent>
<TabsContent value="spells">
{renderSpellsTab()}
</TabsContent>
<TabsContent value="lab">
{renderLabTab()}
</TabsContent>
<TabsContent value="crafting">
<CraftingTab
equippedInstances={store.equippedInstances}
equipmentInstances={store.equipmentInstances}
enchantmentDesigns={store.enchantmentDesigns}
designProgress={store.designProgress}
preparationProgress={store.preparationProgress}
applicationProgress={store.applicationProgress}
rawMana={store.rawMana}
skills={store.skills}
currentAction={store.currentAction}
unlockedEffects={store.unlockedEffects || ['spell_manaBolt']}
startDesigningEnchantment={store.startDesigningEnchantment}
cancelDesign={store.cancelDesign}
saveDesign={store.saveDesign}
deleteDesign={store.deleteDesign}
startPreparing={store.startPreparing}
cancelPreparation={store.cancelPreparation}
startApplying={store.startApplying}
pauseApplication={store.pauseApplication}
resumeApplication={store.resumeApplication}
cancelApplication={store.cancelApplication}
disenchantEquipment={store.disenchantEquipment}
getAvailableCapacity={store.getAvailableCapacity}
/>
</TabsContent>
<TabsContent value="skills">
{renderSkillsTab()}
</TabsContent>
<TabsContent value="grimoire">
{renderGrimoireTab()}
</TabsContent>
<TabsContent value="stats">
{renderStatsTab()}
</TabsContent>
</Tabs>
</main>
</div>
{/* Footer */}
<footer className="sticky bottom-0 bg-gray-900/80 border-t border-gray-700 px-4 py-2 text-center text-xs text-gray-500">
<span className="text-gray-400">Loop {store.loopCount + 1}</span>
{' • '}
<span>Pacts: {store.signedPacts.length}/10</span>
{' • '}
<span>Spells: {Object.values(store.spells).filter(s => s.learned).length}</span>
{' • '}
<span>Skills: {Object.values(store.skills).reduce((a, b) => a + b, 0)}</span>
</footer>
</div>
</TooltipProvider>
);
}